#version 330 core
uniform sampler2D qt_Texture0;
uniform vec3 Color;
in vec2 qt_TexCoord0;
in vec3 qt_Normal;
out vec4 FragColor;
void main(void)
{
    if(true)//qt_Normal.z>0)
    {
    float len=length(qt_TexCoord0-0.5)*0.2;
    FragColor = texture2D(qt_Texture0, qt_TexCoord0)*vec4(Color,1);///2+vec4(Color,1)/3;
    //FragColor = texture2D(qt_Texture0, qt_TexCoord0)*vec4(Color,1)/2+vec4(Color,1)/2;
    }
    else
    {
        FragColor=vec4(Color,1);
    }
    //FragColor=vec4(Color,1);
}
